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Messages - Sarin

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256
Tactics / Re: What's your favorite weapon?
« on: May 21, 2010, 10:03:25 pm »
Interesting....been playing on normal diff, and never found a reason to use shotguns or RL.

257
Tactics / Re: What's your favorite weapon?
« on: May 19, 2010, 10:08:32 pm »
he might have flechette shells loaded. The final colonoscopy.

258
Tactics / Re: What's your favorite weapon?
« on: May 19, 2010, 06:11:13 pm »
Flamers, heavy lasers, machine guns, grenade launchers.

259
Discussion / Re: Base-launched cruise missiles?
« on: May 13, 2010, 09:52:35 pm »
I think he meant something a bit bigger, probably intercontinental. But problem is that to carry enough fuel to get big enough payload fast enough over such distance, you'd need something as big as Saturn V. And such things are hard to miss.

260
Discussion / Re: Base-launched cruise missiles?
« on: May 13, 2010, 04:55:25 pm »
It wouldn't be realistic...any missile packed with enough fuel to intercept and enough heat to take down UFO would be so big that it would get shot down long before hitting the target.

261
Discussion / Re: UFO:AI Technology Ideas
« on: April 29, 2010, 12:02:49 am »
Well first explain, what ATV stands for.

Well, if not liked on infantry, this kind of tech could be rewritten for fighter protection against plasma beams. On fighters the liquid probably would be stored in tanks and shooted from watercannons as a defencive beam autoaiming against the plasma beam (like antimissle missels), or perhaps been sprayed out permanently through blushing assemblies creating a protective fog around the craft.

Problem is, plasma isn't used for craft weaponry (maybe with the exception of missiles), and such assembly would be far too heavy to carry for fighter craft.

262
Offtopic / Re: Birthday game
« on: April 26, 2010, 12:38:45 am »
18th July seems like quite boring day for deaths, most interesting is probably some gangster called Machine Gun Kelly.

Funny thing tho, he was also born on 18th July.

263
Offtopic / Re: Whats in your pockets right now?
« on: April 22, 2010, 10:06:30 pm »
My hands.

And before you ask...you don't wanna know.

264
Windows / Re: UGV's
« on: April 07, 2010, 06:12:50 am »
Oh yea....my favs were plasma hovers, I had three and twelve soldiers in avenger. Made great scouts for artillery and they could survive pretty much anything outside blaster bomb or few hits from heavy plasma to underside.

265
Tactics / Re: Beginner's guide
« on: April 07, 2010, 06:10:31 am »
Well, AFAIK there is no problem with flashbangs. Difference is that flashbang, when misfired, have less drastic consequences, but unlike using normal (or preferably plasma) grenade, you will still need to go in and actually kill that alien.

266
Feature Requests / Re: Ability to Rotate Multiblock Buildings
« on: April 07, 2010, 03:24:07 am »
I don't think that UFO:AI creators want to deal with something metaphysical.

267
Tactics / Re: Beginner's guide
« on: April 05, 2010, 04:40:32 am »
In short, everything. UFO: AI is completely different game, inspired by original X-com series.

268
Tactics / Re: Beginner's guide
« on: April 05, 2010, 04:05:41 am »
Well, I don't think that there's anything like that. So I will drop a few hints I got.

Your first research and manufacturing priority should be lasers. Their accuracy helps your soldiers a lot, but I found no real use for laser cannons/base defense lasers. Electromagnetic rifle (bolter) is quite useless, just needed to research for coilguns.

Pay attention to "mind" stat of soldiers you hire. It determines their ability to improve. Also, from time to time, a "supersoldier" comes available for hire, so check new recruits every month.

Interception is hard until you get alien weaponry and new fighters. Ignore anything bigger than fighters, and swarm those with multiple interceptors.

Get one UFO yard up as soon as possible, but you need just one scout and one fighter. Fill the rest with undamaged harvesters you get from terrors, they'll be your only source of antimatter. I never start disassembling UFOs on main base, instead I build, when I have enough money, second base just with 5 workshops and supporting buildings right next to UFO yard.

269
Discussion / Re: rotating items
« on: April 05, 2010, 03:50:18 am »
In 2.3, if you try to move item into slot where it would fit only rotated, it would do so automatically. Not sure how's it in 2.2.1. As far as I know, there is no button for manually rotating the object.

270
Windows / Re: Where is antimatter stored
« on: March 16, 2010, 09:07:18 pm »
Well, you can click transfer button if you have more than one base, it will show the amount of AM.

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